(2009.Jul.21 12:30 AM)zenith Wrote: If there are some ideas on how to tweak things so the above issue is addressed fairly, I'm all ears.
I stopped at page 9, sorry if this has been mentioned before.
Make it so unequipped/inactive/npc players are worth full xp, not affected at all by the code?
I dont mind getting half xp for easy targets but were now talking 25% for us high levels/power levels. For example, my max xp, before the code, was 571 and only 4 players (that I can beat) had a shot at giving such great xp and from those 4, Balazar has dropped 100 xp points today, so 3 are left. All the others were giving me between 290 and 416 which is 50% to 72%. So now, those easy targets are now giving me 25-36% of my real potential max xp. Can't this be set as half of 85-100% of the real max xp at least?
Can this also be implemented for overpowering? You were looking for a way to avoid exploiting getting big xp from players using unequipped friends, there it is. Overpower your opponent in a close fight and get HUGE xp reward? Overpower an opponent doing less than 25% of your hp in damage and get 0 xp plus the attacker loses 10 times the normal XP? And bring back the original setup where players could lose a level!!!
As for those who said this is gonna make donors stop attacking to train even more, what would be the point? If its not worth attacking weaker players, why train even more? To have even less players worth attacking?